Ultraman Posted May 15, 2020 Share Posted May 15, 2020 Hey Guys . anyone can help me how can get better twist / vortex result from my tornado setup i play lot with my pyro but i'm looking for better look is still stupid ;( any help , i really appreciate Thanks as Always Tornado_RnD_v1.hip Torando.mp4 Quote Link to comment Share on other sites More sharing options...
ryew Posted May 16, 2020 Share Posted May 16, 2020 Sorry I don't have time to look at your file, but there have been a number of Tornado threads in the Effects forum before so it is worth searching for other example scene files/techniques on the site 1 Quote Link to comment Share on other sites More sharing options...
Ultraman Posted May 16, 2020 Author Share Posted May 16, 2020 3 hours ago, ryew said: Sorry I don't have time to look at your file, but there have been a number of Tornado threads in the Effects forum before so it is worth searching for other example scene files/techniques on the site thanks dude ... i checked already , but i'm looking for tip/tricks in pyro setup how can help to improved my tornado ... Quote Link to comment Share on other sites More sharing options...
Atom Posted May 16, 2020 Share Posted May 16, 2020 (edited) I worked on a tornado of photos a couple of years back. I ended up making two sparse tornadoes exactly on top of one another, but spinning at different speeds. It helped the final look. You might be able to accomplish that with a Retime of the original if you already have it cached out. Adding debris spinning around might be nice if it applies to your scene. Your setup looks pretty good overall. Edited May 16, 2020 by Atom 1 Quote Link to comment Share on other sites More sharing options...
Ultraman Posted May 16, 2020 Author Share Posted May 16, 2020 thanks Atom , i agree with your idea and i add extra stuff around tornado , it's help lot's Quote Link to comment Share on other sites More sharing options...
supertwiki Posted May 16, 2020 Share Posted May 16, 2020 simple shape and rotate $F plus... a tornado moving at 200km move aprox a 50meter per second so $F*2 in tx and $F*8 in ry or lees or more would be ok 1 Quote Link to comment Share on other sites More sharing options...
Ultraman Posted May 16, 2020 Author Share Posted May 16, 2020 3 minutes ago, supertwiki said: simple shape and rotate $F plus... a tornado moving at 200km move aprox a 50meter per second so $F*2 in tx and $F*8 in ry or lees or more would be ok lol yes it's work nicely , i don't want to use cheat this time ;)) Quote Link to comment Share on other sites More sharing options...
Jesper Rahlff Posted May 17, 2020 Share Posted May 17, 2020 The setup you have is pretty good. I tweaked just a few things (I actually just simplified everything a little) and optimized your sim so it runs faster. Attached is the modified file. I copied your geo node and renamed it so you can see the difference between the two. Feel free to ask questions if any may arise. Tornado_JR_v1.hiplc 2 Quote Link to comment Share on other sites More sharing options...
Ultraman Posted May 17, 2020 Author Share Posted May 17, 2020 (edited) 1 hour ago, Jesper Rahlff said: The setup you have is pretty good. I tweaked just a few things (I actually just simplified everything a little) and optimized your sim so it runs faster. Attached is the modified file. I copied your geo node and renamed it so you can see the difference between the two. Feel free to ask questions if any may arise. Tornado_JR_v1.hiplc .. Edited May 17, 2020 by Milad Savar . Quote Link to comment Share on other sites More sharing options...
Ultraman Posted May 17, 2020 Author Share Posted May 17, 2020 1 hour ago, Jesper Rahlff said: The setup you have is pretty good. I tweaked just a few things (I actually just simplified everything a little) and optimized your sim so it runs faster. Attached is the modified file. I copied your geo node and renamed it so you can see the difference between the two. Feel free to ask questions if any may arise. Tornado_JR_v1.hiplc thanks lot's Jesper , that's cool , one question i have how can avoid (fire / turb) behavior around the vortex ? Quote Link to comment Share on other sites More sharing options...
Atom Posted May 17, 2020 Share Posted May 17, 2020 (edited) Check out Fencer's localized drag setup. You could place a tube around the portion of the tornado you want to affect and alter the code in the drag node to use the distance from the points of the cone to affect how strongly the drag takes place. For instance, up to distance 1 from the center, no drag will be applied, then more farther away. Anything after distance 3 will get 50% drag. vector p1 = point(0, "P", 0); float dis = distance(p1, @P); @vel *= fit(dis, 1, 3, 1, 0.5); This also let's you crank up the velocity a bit on the source node. Edited May 17, 2020 by Atom 1 Quote Link to comment Share on other sites More sharing options...
Ultraman Posted May 17, 2020 Author Share Posted May 17, 2020 (edited) 5 hours ago, Atom said: Check out Fencer's localized drag setup. You could place a tube around the portion of the tornado you want to affect and alter the code in the drag node to use the distance from the points of the cone to affect how strongly the drag takes place. For instance, up to distance 1 from the center, no drag will be applied, then more farther away. Anything after distance 3 will get 50% drag. vector p1 = point(0, "P", 0); float dis = distance(p1, @P); @vel *= fit(dis, 1, 3, 1, 0.5); This also let's you crank up the velocity a bit on the source node. thanks really nice ...., i try it and get exactly beautiful behavior .. Edited May 17, 2020 by Milad Savar .. Quote Link to comment Share on other sites More sharing options...
Jesper Rahlff Posted May 17, 2020 Share Posted May 17, 2020 you can also disable the turbulence microsolver in the setup as well 1 Quote Link to comment Share on other sites More sharing options...
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